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  • rule the world bring peace to the world
    795 KB (120,124 words) - 03:34, 25 February 2020
  • The performers the story of
    931 KB (148,541 words) - 18:41, 1 December 2023
  • ...r in many different ways. When learning about what creatures there are and the purposes they serve, sometimes it helps to be able to sort them in differen '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.
    170 KB (24,368 words) - 16:08, 24 December 2022
  • ...r in many different ways. When learning about what creatures there are and the purposes they serve, sometimes it helps to be able to sort them in differen '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.
    170 KB (24,364 words) - 02:52, 20 December 2022
  • [http://www.bay12forums.com/smf/index.php?topic=182239.0 Discussion thread on the forum] This article is the result of an investigation into the mechanisms involved in entity positions. It can be useful for modders or ad
    43 KB (7,032 words) - 13:52, 23 March 2024
  • ...at can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although m ...s of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.
    145 KB (21,226 words) - 18:48, 5 May 2024
  • ...at can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although m ...ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[wo
    142 KB (20,073 words) - 03:17, 20 December 2022
  • ...for the sake of this article, non-[[vermin]]) being that can interact with the world. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave ==Reading the Table==
    110 KB (15,549 words) - 13:55, 26 February 2021
  • The sword slid through the goblin's throat and the dying creature fell to the ground sputtering. Rognar had been born into a world of
    156 KB (27,608 words) - 08:54, 15 November 2022
  • The passing through a hole in the
    248 KB (37,728 words) - 00:28, 8 August 2013
  • ...is divided into sections based on apparent divisions in the layout within the exe. Some uninteresting strings (C++ runtime stuff etc not related to DF) h ...(don't try to be helpful and copy it to the other one either, that's what the modding help pages are for.)
    311 KB (47,240 words) - 11:27, 4 October 2011
  • ...s you can interact with. They come in all shapes and sizes, and range from the civilized races like [[dwarf|Dwarves]] to evil monsters like [[giant cave s ==Reading the Table==
    40 KB (5,653 words) - 13:54, 26 February 2021
  • :''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ...andoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
    84 KB (14,686 words) - 13:21, 3 December 2023
  • the the
    123 KB (19,038 words) - 13:55, 10 November 2022
  • ...eeds. Note that while they are not all plants from a lore perspective, for the purposes of game mechanics they are all "plants" and are grown at standard ...rce of tea, a special drink that provides a stimulating effect rather than the usual intoxicating effect of alcohol.
    9 KB (1,280 words) - 05:05, 29 March 2023
  • ...leaping goblin commando. The villain held a dagger to Kogan's throat and the dwarven leader dropped his weapon. “Shut up, dwarf scum,” said the goblin.
    87 KB (15,188 words) - 02:06, 14 December 2022
  • The sign hung haphazardly across the tavern door. Samser took another puff on his pipe and spit. As a goblin, there wasn’t much in the way
    73 KB (12,832 words) - 19:31, 5 December 2022
  • ...en, and the creature's exact properties and behavior are then specified by the use of further creature tokens. All known creature tokens are listed below ...creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creat
    110 KB (16,803 words) - 06:57, 4 May 2024
  • ...eatures]]; <!-- The exact nature of this creatures is further specified by the ... tokens.--> this is a full list of all known creature tokens: ...s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message "This animal isn't interested in your wishes" will appear instead o
    102 KB (15,512 words) - 00:24, 25 January 2024
  • :''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]]. ...andoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.
    68 KB (11,828 words) - 13:20, 3 December 2023
  • ...opic of defending your fortress and your dwarves. This page will focus on the theory and design of complex traps, mechanical systems and other automation ...enses rely on complex traps as a central component, that are, essentially, the defense themselves. For designs that could be adapted to use any complex t
    24 KB (4,016 words) - 02:01, 7 January 2023
  • ...cts of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page. : For a "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''
    28 KB (4,611 words) - 18:24, 8 February 2023
  • ...cts of many [[material]] properties on combat are somewhat understood (see the [[Material science]] page. : For a "How to", [[Military]] is the main article, or see [[Attack]] for the quick "right now!" version.)''
    28 KB (4,610 words) - 03:16, 20 December 2022
  • ...des all long-and short-term arcs, core-items, Reqs, Bloats and Powergoals. The page itself may be found [http://www.bay12games.com/dwarves/dev_single.html ...ew of the original thought-process behind Dwarf Fortress' development, and the broader arcs are still frequently referred to in reference to current devel
    286 KB (44,767 words) - 10:59, 17 January 2022
  • ...d ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up d ...|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal
    95 KB (15,558 words) - 20:25, 8 April 2024
  • ...d ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up d ...|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal
    93 KB (15,231 words) - 15:00, 15 December 2023
  • ===The Legend of the Cursed River<sup>DF</sup>=== ...ll the fish. This was true for many years as the fortress prospered, until the hunters stopped hunting.
    40 KB (7,328 words) - 19:32, 6 December 2010
  • ...appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that spe | Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going so
    67 KB (9,951 words) - 13:53, 19 November 2021
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec :''For a basic overview of how the different machine parts work and work together, see [[machine component]].'
    43 KB (6,759 words) - 05:58, 13 July 2014
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec :''For a basic overview of how the different machine parts work and work together, see [[machine component]].'
    44 KB (6,774 words) - 09:55, 21 December 2022
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec :''For a basic overview of how the different machine parts work and work together, see [[machine component]].'
    44 KB (6,755 words) - 15:29, 19 March 2024
  • "You must save us, Gunnar!" cried the dwarf Aliz. "We of the fortress lack the military discipline that you have."
    118 KB (20,738 words) - 15:56, 13 December 2022
  • ...000 || 80 || 1 or 10? || meat, C || Amphibious. Equipped with a cybernetic land carriage with 4 legs and insane endurance. <small>†: Most races have no castes beyond the typical male and female with the default 50/50 population ratio split.<br>
    34 KB (3,946 words) - 11:55, 5 December 2023
  • ...and data are hard-coded within the game (as opposed to being contained in the [[raws]]). the
    237 KB (33,753 words) - 21:06, 23 June 2017
  • ...d whatever riches were left to be guarded by the [[creature]]s that sealed the fate of your [[fortress]]. ...o the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.
    74 KB (13,058 words) - 16:34, 13 October 2021
  • ...appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that spe | Creature needs alcohol to get through the working day.
    52 KB (7,911 words) - 13:53, 19 November 2021
  • ...your fortress and the dwarves that live and work both within there and in the world around it, and likewise no one article can include every last detail. ...pen countryside to collect herbs, cut trees, hunt, fish, and while outside the bounds of your fortress they can find themselves quite vulnerable.<br>
    41 KB (6,894 words) - 15:00, 2 November 2015
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production and [[cl ...ly display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.
    19 KB (3,145 words) - 01:42, 16 October 2023
  • ...cularly observant, as they will occasionally blink into and out of view on the screen. Unlike other non-vermin creatures, they cannot be selected and have The main distinctions between vermin and creatures are that vermin:
    24 KB (3,674 words) - 18:03, 17 April 2024
  • |The creation of accurate maps |The process involved in creating maps
    4 KB (439 words) - 04:03, 20 December 2022
  • |The creation of accurate maps |The process involved in creating maps
    4 KB (439 words) - 17:09, 26 August 2023
  • [[Carp]]: Lord of the oceans and killer of dwarves. These horrid creatures of the deep will pull any Dwarf to their death in a short amount of time and could [[Hippo]]: Lord of the lakes and rivers. Like elephants, but swimming and in great hordes. Like ca
    1 KB (177 words) - 01:10, 18 August 2012
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (358 words) - 03:37, 20 December 2022
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (356 words) - 14:41, 30 April 2024
  • To arrange the list, click on any column header. Click again on that column to arrange in | [[Elephant man]] '''Largest land-dwelling animal people'''
    64 KB (7,397 words) - 13:21, 30 April 2024
  • To arrange the list, click on any column header. Click again on that column to arrange in | [[Elephant man]] '''Largest land-dwelling animal people'''
    36 KB (3,416 words) - 03:39, 20 December 2022
  • ALSO, be sure to include the following format: ...effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced
    100 KB (16,380 words) - 19:18, 14 November 2023
  • ALSO, be sure to include the following format: ...effort. They may provide a practical benefit, but are frequently done for the sake of doing them; they exist primarily as a [[challenge]] for experienced
    96 KB (15,752 words) - 04:01, 20 December 2022
  • The term '''megaproject''' refers to basically any project that takes a long ti ..., so you'll see many different (and probably similar) constructions across the wiki.
    64 KB (10,833 words) - 17:15, 29 February 2024
  • The term '''megaproject''' refers to basically any project that takes a long ti ..., so you'll see many different (and probably similar) constructions across the wiki.
    63 KB (10,704 words) - 20:24, 15 January 2023
  • ALSO, be sure to include the following format: ALSO, be sure to include the following format:
    70 KB (11,448 words) - 14:39, 15 December 2020
  • ...] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious. ...some smaller-scale project ideas that still embody the dwarven spirit, see the [[style project|Style Projects]] page.
    51 KB (8,717 words) - 12:51, 19 August 2018
  • ...] so you'll see many different (and probably similar) constructions across the Wiki. Use whatever ideas you think are ingenious. ...ng requires your band of seven to build a great aqueduct to bring water to the capital. Start with supports, and build up your aqueduct until it is 10 z-l
    41 KB (7,106 words) - 22:48, 22 February 2016
  • :''Part of this article was originally taken from the DF forums thread [http://www.bay12games.com/forum/index.php?topic=466.0 "Go ...s Mode]] is to survive, acquire wealth, defend your stronghold, and become the capital of your civilization. However, many players find that fighting off
    49 KB (8,248 words) - 16:33, 26 July 2021
  • ...alk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Main:Dwarf Fortress|Dwarf Fortress]] motto: "Losing is [[fun]]!" ...treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.
    57 KB (10,148 words) - 21:12, 5 January 2023
  • :''This is an archive page. Seeds for the current version can be found at [[40d:Pregenerated worlds]].'' ...to Toady, for .33f "I've changed the metal frequencies, so that's probably the point at which it will break down. Any stages after that will also be affec
    40 KB (6,722 words) - 22:41, 15 November 2022
  • ...ide, ashes and all. He was pleased with the lack of effort afterwards but the next one will be glass, 'self cleaning table' be damned. === The Eventual Triumph<sup>DF</sup> ===
    25 KB (4,461 words) - 20:26, 23 June 2017
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    50 KB (8,538 words) - 00:25, 21 December 2022
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    50 KB (8,538 words) - 03:18, 20 December 2022
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    47 KB (7,991 words) - 16:28, 26 July 2021
  • <!-- Editors & Contributors''' - Please see the discussion page before posting. --> ...ortress and your dwarves. The '''defense guide''' is a general overview of the threats that will challenge your fortress and things to consider when prepa
    43 KB (7,277 words) - 16:28, 26 July 2021
  • ...our fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protec * For a basic overview of how the different machine parts work and work together, see [[machinery]].
    34 KB (5,156 words) - 21:08, 17 September 2012
  • [[File:embark_prev.jpg|301px|right]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but afte # Arrive at the site with your wagonful of supplies.
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...ntifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities ...SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.
    43 KB (6,645 words) - 01:27, 20 February 2024
  • ...ained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity. ...dventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not require
    38 KB (5,824 words) - 03:22, 20 December 2022
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth ...ly display the kind of crops that they are able to grow when selected with the {{k|q}}uery key.
    29 KB (4,713 words) - 01:43, 16 October 2023
  • '''Farming''' is the act of growing [[crop|crops]] for [[food]], [[alcohol]] production, [[cloth ...the kind of crops that they are able to grow when selected by clicking on the plot.
    29 KB (4,659 words) - 02:40, 29 April 2024
  • '''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after [[World generation|generati # Arrive at the site with your wagon full of supplies.
    26 KB (4,447 words) - 19:39, 9 February 2022
  • '''Embark''' is the time at the very beginning of [[Fortress mode]] before actual game play begins (but aft # Arrive at the site with your wagon full of supplies.
    26 KB (4,466 words) - 14:33, 23 November 2016
  • ...cal combat events, stopping the recentering upon birth events, or reducing the constant chatter of announcements like 'quota filled' or 'someone is visiti ...in game Settings, Announcements tab. The table below has been updated with the [[Settings#Announcements|Settings]] Announcement 'Name' which corresponds t
    46 KB (6,443 words) - 08:34, 4 November 2023
  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
    26 KB (3,975 words) - 09:57, 10 January 2023
  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
    30 KB (4,542 words) - 23:57, 12 March 2024
  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
    17 KB (2,862 words) - 13:01, 22 July 2014
  • ...e player's control, while most administrators can be directly appointed by the player, and can be promoted, demoted and replaced at any time. Administrato ...their chosen noble climb the echelons of society all the way to attracting the reigning [[monarch]].
    31 KB (4,600 words) - 16:35, 4 February 2024
  • “So,” sighed the Queen, “There are these seven dwarves will happily take up the challenge for the glory of Logem
    10 KB (1,791 words) - 21:59, 14 December 2011
  • Embark on the magma pipe near the center, and enjoy river, pipe, adamantite, plenty of obsidian, flux stone, ...ng much CPU power. (You can also just select a 3x3 area and still have all the features.)
    20 KB (2,620 words) - 20:21, 23 June 2017
  • ...ult values in the <code>data\init\</code> folder, both in the game folder. The default files in <code>data\init\</code> include explanations of each setti These settings change how the game looks and are all stored in <code>prefs\init.txt</code> and defaults i
    18 KB (2,767 words) - 11:44, 19 November 2023
  • ...ns, and parameters for [[world generation]]. Feel free to share and add to the list. Versions 0.27.169.33f and 0.27.169.33g changed the way world generation works slightly, so seeds from earlier versions will ge
    13 KB (2,032 words) - 20:20, 23 June 2017
  • ...by adding additional lines of text, one entry per line. Take for instance, the file "positive.txt": ...e of the speaker, their profession, or someone they killed.) For instance, the file "hist_fig_slayer.txt":
    14 KB (2,501 words) - 20:22, 1 January 2023
  • ...wimmer skill level; a legendary swimmer may be ''faster'' in water than on land. ...]] (or presumably any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning i
    9 KB (1,375 words) - 22:59, 21 March 2016
  • * Capture a live [[Vermin|land animal]] ...[[metalsmith's forge]] (in the Furniture menu) with 1 bar, by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[m
    6 KB (977 words) - 17:33, 26 April 2024
  • ...|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying. ...[[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creatu
    10 KB (1,552 words) - 21:19, 20 April 2024
  • ...|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying. ...[[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creatu
    10 KB (1,575 words) - 13:18, 21 December 2023
  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...y [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.
    11 KB (1,561 words) - 14:44, 5 March 2024
  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...y [[civilization]]s, which are organized groups of creatures (generally of the same race) which build these sites.
    9 KB (1,242 words) - 03:57, 20 December 2022
  • :''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].'' ...l active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks
    4 KB (690 words) - 14:31, 8 December 2011
  • ...ile]]s, and is so translated to item definitions as well. Size, along with the underlying [[material]]'s [[density]], is used to calculate an item's [[wei ...ng - witness the incredible compression of matter, space, and time that is the [[garbage dump]]. This is mostly because when even [[dragon]]s occupy a sin
    8 KB (1,134 words) - 00:49, 16 January 2014
  • :''For information on other types of traps, or trapping non-vermin land animals see [[Trap]].'' ...l active, work will grind to a halt as your carpenters and smiths wait for the construct animal trap job to be finished before they can get to their tasks
    4 KB (736 words) - 21:25, 26 July 2012
  • ...rvant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and creatures are that vermin: ...[[trap]]s, save those specifically made to trap them, though some (such as the [[cave spider]]) can bite and inflict syndromes;
    23 KB (3,402 words) - 04:05, 20 December 2022
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...") is used solely at a [[butcher's shop]]. But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    8 KB (1,223 words) - 19:44, 12 June 2014
  • * '''Normal''' is the standard ''Dwarf Fortress'' experience. ...invaders to show up earlier, more often, and with more bodies to throw at the gates.
    10 KB (1,376 words) - 11:17, 15 March 2024
  • ...r's shop]] (namely "Extract from a dead animal"), but that skill is one of the three that can build a kennel. ...so allow animal trainers to tame these small animals. In previous versions the taming and training of large animals such as [[dog]]s was also done at a ke
    3 KB (575 words) - 03:37, 20 December 2022
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. It is not possible to found a fort solely in an oceanic biome; some land is needed.
    6 KB (826 words) - 13:00, 8 April 2014
  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. It is not possible to found a fort solely in an oceanic biome; some land is needed.
    5 KB (658 words) - 18:58, 31 July 2012
  • ...r [[trapping]] [[skill]]s enabled. Note that the [[labor]] associated with the [[skill]] "[[small animal dissection]]" is used solely at a [[butcher's sh ...small animals ([[vermin]]) with an animal trap, like a [[butcher's shop]]. The Vermin Catcher's Shop also allow animal trainers to tame these small animal
    3 KB (470 words) - 23:46, 22 February 2024
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...op]](namely "Extract from a dead animal"). But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    2 KB (382 words) - 20:35, 7 August 2014
  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
    2 KB (340 words) - 04:04, 20 December 2022
  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
    2 KB (344 words) - 23:36, 2 August 2023
  • ...onger the beasts they were, there are currently quite a few contenders for the title. ...t your forge yet), but also tend to brutally murder any dwarf they meet in the dark corridors of your fort.
    2 KB (360 words) - 20:37, 6 January 2014
  • ...ding material ([[wood]], [[stone]], [[metal]] [[bar]]) and a dwarf who has the [[animal training]], [[Animal dissector|small animal dissection]] and/or [[ ...") is used solely at a [[butcher's shop]]. But that '''skill''' is one of the three that can build a kennel, and is listed as such. Just accept it.)''
    3 KB (405 words) - 14:54, 8 December 2011
  • ...building material ([[wood]], [[stone]], or [[block]]) and a dwarf who has the [[animal training]] and/or [[trapping]] labors enabled. ...ed ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are faster and more agile than a regular tamed animal
    2 KB (362 words) - 15:47, 8 December 2011
  • There are quite a bit of contenders for the title. ...e ridiculously aggressive, and ''will'' attack you if you find yourself in the same river. Since they are natural swimmers and you are not, they have a cl
    2 KB (250 words) - 01:07, 18 August 2012
  • ...arves, while a {{Cgr|Y}} under the 'Likes fighting?' column indicates that the creature will aggressively defend itself and will be less inclined to flee ==Land Animals==
    23 KB (3,076 words) - 09:54, 15 July 2013
  • This section is sufficiently complete, although the following groups could use more representatives: tanaids, hooded shrimp, kr ...ttp://en.wikipedia.org/wiki/Romaleon_antennarium <!--Is this really called the fan crab?-->
    6 KB (843 words) - 23:07, 7 May 2010
  • ...ng]] biome should fear them as well – [[zombie]] orcas may crawl up on dry land. ..._orca_preview.jpg|thumb|300px|center|Once accidentally flopped itself onto land and took out three fortresses... in three different biomes... kilometers ap
    1 KB (218 words) - 03:29, 20 December 2022
  • ...ng]] biome should fear them as well – [[zombie]] orcas may crawl up on dry land. ..._orca_preview.jpg|thumb|300px|center|Once accidentally flopped itself onto land and took out three fortresses... in three different biomes... kilometers ap
    1 KB (223 words) - 10:53, 24 January 2023
  • ...te]]s are those that are perennial warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But === Land biomes ===
    1 KB (129 words) - 17:34, 8 December 2011
  • ...te]]s are those that are perennial warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But === Land biomes ===
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  • === The Missing Guard<sup>DF</sup> === ...ohort of peasants under him, were given the job. This miner had dealt with the scum before, and set to with his pick, mining so much flesh like he had min
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  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems ...- the very high amount of extra options for a generated world can provide the player with a much more customized experience.)
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  • ...''See [[World token]] to more easily find information by the names used in the world_gen.txt file, [[World rejection]] for information on solving problems ...options of customization than standard, basic world generation. This gives the player much more control over how their world is generated. To better under
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  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file.'' Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:
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  • :''See [[World token]] to more easily find information by the names used in the world_gen.txt file.'' Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:
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  • ...ves that inhabited the fortress. The tunnels were dug deep. All the way to the magma river. ...terrorizing the dwarves near by and the Lizardmen came in a wave of 4 from the river stalking my farms.
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  • ...you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead. ...t no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.
    43 KB (7,415 words) - 07:36, 17 May 2023
  • ...you're a more experienced player (perhaps directed here in error) look up the [[Tutorial:Powerplay Guide]] for instruction, instead. ...t no significant knowledge of how to play adventure mode is required - see the full [[adventure mode]] documentation for additional details.
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  • | Creature needs alcohol to get through the working day. | Sets if the creature is active in day, night, and twilight. Seems to be a separate valu
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  • ALSO, be sure to include the following format: ...bly both. Breaching the [[caverns]] or [[hidden fun stuff]] should ensure the fortress is occupied.
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  • ...e game in which said creature was introduced. The version number refers to the '''save''' version, with 1107 corresponding to 0.21.93.19a and 1169 corresp All creatures in the stock raws were added before version 1107, so this generally has no effect.
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  • ...able (many by default!) It also introduces a slew of new mega-beasts (Like the Steel Colossus), new metals (such as Mithril), new stones (woadstone), civi ...of steel and impure mithril, which many of your enemies have access to. On the other hand, a military outfitted with Keen goes through goblins, orcs (Note
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  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]], and therefore requ
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  • ...d mature) of your tame animals, the spawning rates of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]], and therefore requ
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  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
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  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
    49 KB (8,347 words) - 15:27, 26 September 2023
  • ...dy to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
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  • ALSO, be sure to include the following format: ...th. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied.
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  • ...or a solid basis to survive the first couple of months or years, check out the aptly named guide on [[your first fortress]]. It includes a basic starting ::''If you're trying to plan the future, try [[what should I build first]]?''
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  • ...y to take the plunge and make all the decisions about their own fortress. The following are intended for beginners:'' :''For an explanation of the interface for starting out, see [[Embark]].''
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  • ...echanisms and time when replacing the likes of floodgates, especially when the [[magma|fluid in question]] requires a wide opening. ...terials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a
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  • ...fspring takes to be born and mature), the spawning of wild animals, and/or the amount of meat and leather that traders bring. Note that the meat industry involves many materials which can [[rot]] and so requires sli
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  • ...rol [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening. ...terials than a [[construction|constructed]] floor of the same size serving the same purpose. if you want them to raise or lower, they must be linked to a
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  • ...a long time and may seem like a nuisance, but it is actually the heart of the game. ...activities|activities continue]] even after world generation, as you play the game. ''Dwarf Fortress'' is not only a game, it is a gigantic fantasy world
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  • ...se it up" in any way. It is ''extremely'' dangerous, [[fun|and has led to the death of many dwarves, and many fortresses]]. '''Lava''' is the same substance. Magma is what it is called underground, while it is called
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  • ...rol [[flow|fluids]] can save a ton of mechanisms and time, especially when the [[magma|fluid in question]] requires a wide opening. ...e direction points to the side of the bridge which will become a wall when the bridge is raised.
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  • ...overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages ...estock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gather
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  • ...ned; a custom creature can have a tier of 3000 and still work even if it's the only custom creature. ...dventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not require
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  • :''This page is about the creature. For the structure, see [[Wagon (embark)]]'' ...eir capacity and being the only multi-tile creature, wagons are only 1/5th the size (volume) of a dwarf - no wonder they scuttle so easily.
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  • ...ou should put a new adventure entity above the Dwarves. Not at the end of the file. ...dventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear.
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  • This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''. ..., stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is
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  • ...overview, evaluation, and comparison. It is aimed at new players. Most of the information available on this page is already stated on more specific pages ...estock]] and [[trap]]ping. [[Farming]] is the most stable and plentiful of the methods, usually followed by [[trading]]. Farming, trading and plant gather
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  • ...ply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token. | The position holder is not subjected to the Dwarven Economy.
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  • '''Farming''' is the action of growing [[crops]] for [[food]], [[alcohol]] production and [[clot ...ith {{k|u}}{{k|m}}{{k|k}}{{k|h}}). It requires [[seeds]] and a worker with the "Farming (Fields)" [[labor]] enabled.
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  • ...worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]]. ...or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to
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  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. ...won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere.
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  • ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface. ...won't be able to fish in the ocean in this embark; you may wish to abandon the fort and start again elsewhere.
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  • '''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough ...nd ''9.348 times as dense as platinum'', and thus the heaviest material in the game.
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  • '''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough ...nd ''9.348 times as dense as platinum'', and thus the heaviest material in the game.
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  • ...(such as undead invasions), but much of this was stripped out by the time the first version of Dwarf Fortress was actually released. ..., and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=4175 proper tools], editing them is fai
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  • ...(such as undead invasions), but much of this was stripped out by the time the first version of Dwarf Fortress was actually released. ..., and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=4175 proper tools], editing them is fai
    7 KB (1,077 words) - 13:35, 15 September 2014
  • ...(such as undead invasions), but much of this was stripped out by the time the first version of ''Dwarf Fortress'' was actually released. ..., and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=4175 proper tools], editing them is fai
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  • please use the following template to add new world examples [[File:desert-world-map.png|thumb|400px|right|Shagthoomon "The Everseeing Realms"]]
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  • :''This page is about the creature. For the structure, see [[Wagon (embark)]]'' ...pass your site and you will only be able to trade for what is available on the merchants' pack animals.
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  • ...[[metalsmith's forge]] (in the Furniture menu) with 1 bar, by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[m Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all ite
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  • ...]. It is not possible to found a fort solely in an oceanic [[biome]]; some land is needed. ...also tends to have a high water table, resulting in [[aquifer]]s close to the surface.
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  • ''(For information on the wagon carrying your goods during embark, see [[Wagon (embark)]].)'' [[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]
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  • ...king for size of [[clothing]], [[armor]], the dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...ng - witness the incredible compression of matter, space, and time that is the [[QSP]]. When even multiple full grown [[dragon]]s occupy a single square,
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  • ...al Map, and the biome's information will be displayed on the right side of the screen. ...the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and
    8 KB (1,183 words) - 08:09, 21 January 2023
  • ...to check which biomes are in a potential embark, the player needs to move the mouse pointer over each tile. ...the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and
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  • ...designated for slaughter in the {{k|u}} [[Unit_list|Creatures]] menu under the Pets/Livestock tab. Slaughtering is instantaneous once the animal has been led to the butcher's shop. [[Pet]]s cannot be slaughtered.
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  • ...king for size of [[clothing]], [[armor]], the dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]'' ...ng - witness the incredible compression of matter, space, and time that is the [[QSP]]. When even multiple full grown [[dragon]]s occupy a single square,
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  • * [[Animal|Tame land animal]] ...slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill. If you have many excess animals, you can slaughter them
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  • * [[Animal|Tame land animal]] ...slaughtering is not affected by experience, it does provide experience in the [[butcher]] skill. If you have many excess animals, you can slaughter them
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  • ...[[List_of_creatures_by_adult_size#end_of_list|largest land creatures]] in the world. ...gonfire]]" which can injure things that are immune to normal fire, such as the [[Bronze colossus]] (dragonfire is, however, a blockable attack if a creatu
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  • ...and armor. Possibly both. Dig out enough [[raw adamantine]] and "too deep" the fortress to ensure it is sufficiently occupied. '''Difficulty:''' The sky's the limit.
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  • ...(or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning i ...tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
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  • ...(or, presumably, any other building that prevents access to the air above the water) will also cause non-aquatic/amphibious creatures to begin drowning i ...tiles in the body of water are 6/7. If one of these 6/7 tiles strays over the dwarf, their drowning timer will be reset.
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  • The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possibl * [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)
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  • The [[elephant man]] is the biggest land animal man. (In DF, size is proportional to strength, endurance and possibl * [[Sperm whale man]] (5 times bigger than elephant men, but they drown on land)
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  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...ottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|<}} to mov
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  • ...ife, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including [[swimming]], * Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their {{token|STANCE
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  • ...ife, the word only applies to movement on land; but in ''Dwarf Fortress'', the term describes any mode of movement by a creature, including [[swimming]], * Walking gaits are land-based gaits which require the creature to be standing up, and have more than half of their {{token|STANCE
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  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...h displays the player's z-level viewpoint relative to the surface z-level. The player moves their view from one z-level to another by using {{k|<}} to mov
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  • ...ne z-level to another by moving the mouse wheel up or down. Alternatively, the player can press {{k|e}} to move up and {{k|c}} to move down. ...th an additional 15 z-levels of empty sky space above the highest point of land; mountainous regions can end up with well over a hundred z-levels of cavern
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  • ...<br /> The number is relative to the bottom of the map space. In this case the embark site is 142 levels above 0.]] ...ottom of the map space, indicated in the lower right corner of the screen. The player moves their view from one z-level to another by using {{k|<}} to mov
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  • ...ose enough proximity to land, and in a Cold or Freezing [[biome]], so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
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  • ...ose enough proximity to land, and in a Cold or Freezing [[biome]], so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
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  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
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  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
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  • ...at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled. ...lly do on his own. According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as o
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  • ...at a [[carpenter's workshop]] or a [[metalsmith's forge]] by a dwarf with the trapping labor enabled. ...lly do on his own. According to [[Main:Toady One|Toady]], the formula for the chance that a trap quality gives you successfully trapping a creature (as o
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  • ...erm whale man|sperm whale men]]. However, they are smaller than some other land-dwelling humanoids such as [[giant]]s and [[cyclops|cyclopes]]. ...o tusks with which to gore enemies, which can be exceedingly useful should the player lodge their weapon in an agile enemy (most flying creatures).
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  • ...erm whale man|sperm whale men]]. However, they are smaller than some other land-dwelling humanoids such as [[giant]]s and [[cyclops|cyclopes]]. ...o tusks with which to gore enemies, which can be exceedingly useful should the player lodge their weapon in an agile enemy (most flying creatures).
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  • * Capture a live land animal ...'''trapping''' labor. Trappers are involved in trapping [[vermin]] through the use of [[animal trap|animal traps]].
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  • ...d be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s c [[Image:Undead_Fish.png|frame|Undead fish traversing dry land to attack an adventurer.]]
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  • [[File:Resources worldgen.png|thumb|'The late Murk' Region]] ...h the same or similar [[biome]]s, and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.
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  • [[File:Resources worldgen.png|thumb|'The late Murk' Region]] ...h the same or similar [[biome]]s, and the same [[Surroundings|alignment]]. The entire region will be either evil, neutral, or good.
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  • * Capture a live land animal ...pper dwarf come across it, the trapped animal will be eaten, regardless if the dwarf detests it or not.{{verify}}
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  • Potworm http://en.wikipedia.org/wiki/Enchytraeidae (best representative is the Grindal worm: http://en.wikipedia.org/wiki/Enchytraeus_buchholzi) ...edia.org/wiki/Leech '''(already included)''' (likely based on Hirudo spp., the blood-sucking medicinal leeches)
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  • ...tical face. These cliffs can be as short as two z-levels, but depending on the area, can reach heights much greater than 10! ...re found in [[mountain]]ous areas, where [[tree]]s don't grow and farmable land must be made from manipulating [[water]] sources.
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  • ...Forums. It is no longer available there and has been heavily edited here. The original author is unknown.'' ...a day before I started writing this. My game crashed irreversibly at about the one year mark, and I didn't get to cover more advanced stuff like [[magma]]
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  • ...in head-first.'' ''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...ss|you'll remember how you lost]].'' In a big way, ''Dwarf Fortress'' uses the principle of learning from one's mistakes.}}
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  • The following is a list of [[challenge]]s relating to playstyle. Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years,
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  • The following is a list of [[challenge]]s relating to playstyle. Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years,
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  • Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, ...dered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneat
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  • ...d ore]]. Tracks may be carved into stone, or [[Construction|constructed]]; the latter allows above-ground routes, but these are more difficult to set up d ...|value]] when made from the same [[material]] (the value may differ due to the [[item quality]]). [[thief|Thieves]] or even mischievous animals can steal
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  • ...ly do not add their names to a page or subsection - "anonymous" editing is the rule. This page allows for exceptions to that rule, but that does not preve This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work,
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  • Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, ...dered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneat
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  • ...ess’ existence. Astebkol has weathered three sieges, each more brutal than the last. ====The First Siege of Astebkol====
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  • :''If you are looking to learn adventure mode instead, see the [[Adventure mode quick start]] guide.'' ...time, ''you'll remember how you lost.'' In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.}}
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  • === Kelilrom - The short lived dream<sup>DF</sup> === ...contained so many riches that a new adjective would be needed to describe the vast amounts of minerals.
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  • [[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael ...ill produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
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  • [[File:aquifier_preview.png|thumb|300px|right|"This is what the in-game prompts were warning us about!"<br><small>''Photographed by Michael ...ill produce salty water; aquifers in other biomes will produce freshwater. The frequency of aquifers differs between embark locations.
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  • ...I can't look up what they actually were anymore. Which is too bad, it was the first fortress I was doing right. ...whose main job was drinking ale, and who did a bit of furnace operating on the side.
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  • ...ill]]s. A screw pump both accepts and transfers power using either tile of the pump, in all orthogonal directions, including above and below. ...ally shows the orientation of the pump. The input side has many gears, and the output side has jutting pipes.
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  • ...er to murder those who ate but did not produce, I was the dwarf who pulled the lever. I was his student. ...Vyl realised what he must do, he sent me away, knowing the destruction of the fortress would destroy all record of me. For all those twenty years I have
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  • ...es might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. ...er torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
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  • ...e tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[ ...a total of 4 tiles in a row - 1) the liquid source, two for the pump, and the output (details below, under Construction).
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  • ===The Situation Worsens<sup>DF</sup>=== (read the below introduction or just view the image with knowledge that this is my first fortress)
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  • ...es might cover a different collection of areas (see coverage chart below). The purpose of each piece is pretty much self-explanatory. ...er torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. (All this is explained below in more detail.)
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  • ..., unless they began as outsiders. As they explore and discover new things, the log will actively fill up with new information. ...t travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:
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  • [[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be w ...non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from
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  • ..., unless they began as outsiders. As they explore and discover new things, the log will actively fill up with new information. ...t travel|fast {{k|T}}ravel]] screen. Pressing the green keys at the top of the screen navigates between nine tabs:
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  • ...gnation has arisen to account for clades which exist outside these castes, the Un-Caste geneclades. ...nscript a 13 year old into the army or make him work in the mines he'll be the size of an actual 13 year old.
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  • ...full armor, whilst robes, cloaks, shirts (mail or not), and dresses cover the throat. '''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''
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  • ...>.]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] user ==The Origin of Necromancers==
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  • ...ht]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]]-user ==The Origin of Necromancers==
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  • A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be w ...non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from
    56 KB (8,131 words) - 13:05, 6 January 2024
  • ...e tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[ ...xit [[z-level]] - a pump never "forces" water to a higher [[z-level]] than the output tile.
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  • This page on the wiki houses trials run within the game by players, with the intention of arriving at conclusions on how certain combat situations work, ...earn more about the military and how it works in ''Dwarf Fortress'', go to the [[DF2014:Military]] article.
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  • ...mode|Dwarf Fortress mode]]. They are defined inside [[Entity token]]s. In the vanilla game, position token definitions can be found in <code>[[Game folde ...ition is defined with a position 'code', as argument in de [POSITION]-tag. The same code may be used multiple times, they don't have to be unique. This co
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  • [[File:embark_prev.jpg|301px|right]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but afte # Arrive at the site with your wagonful of supplies.
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  • ...are labeled as "muddy". This is also called '''muddying''' the floor, as the dry floor tile is then a "muddy <type of stone> floor". Inside [[cave]]s, Once muddied, ground never needs to be re-irrigated, unless the muddying is removed by dwarven construction (see [[Irrigation#De-Irrigation
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  • ===The case of the missing seeds<sup>DF</sup>=== ...caught up in things when the merchants left, I wasn't prepared at all for the wave of immigrants.
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  • ...e tile in size, and it can be either manually operated by a [[dwarf]] with the [[pump operator]] job or by being [[power]]ed by [[water wheel]]s and/or [[ ...xit [[z-level]] - a pump never "forces" water to a higher [[z-level]] than the output tile.
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  • ...ppears to be a volcano and freezing terrain and a single square volcano in the middle of an ocean/lake. I'd note mineral distribution, but I'm not quite ...afe in Winter, but on the plus side the Goblins will fall into the lake in the spring.
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  • ...rects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].'' ...pawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall.
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  • ...fore. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mod Read the full [[adventure mode]] documentation for additional detail.
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  • To begin playing, you must first '''generate a world''' to play in. At the main menu, you can choose to: ...zed generated world.]]This article will cover basic world generation using the first option. (''For advanced parameters, see'' '''[[advanced world generat
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  • Playing Dwarf Fortress means lots of typing. Although the game has no internal macro/keymap system (except in alpha version 40d12), u ...tilities#AutoHotKey]] and download AutoHotKey. Installation is simple and the program uses few system resources.
    58 KB (7,542 words) - 12:24, 29 July 2021
  • ...fore. It assumes that you have already installed the game and can navigate the menus on your own, but no significant knowledge of how to play Fortress Mod Read the full [[adventure mode]] documentation for additional detail.
    21 KB (3,696 words) - 18:29, 3 April 2015
  • ...rects here. This article is about people migrating into your fortress, for the opposite see [[emigration]].'' ...pawn at the edge of the map and proceed to march into your fortress and to the nearest meeting hall.
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  • ...reas are eerie glowing pits, which go all the way to the lowest z-level in the map. Demons can be seen wandering through it.]] ..."HFS" and "eerie glowing pit" redirects here. For other hidden content in the game, see [[easter eggs]].''
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  • ...ng objects, or collecting [[water]]. While activity zones are optional for the performance of certain tasks (fishing, collecting water) and obligatory for ...([[healthcare|hospital]], pit/pond) additional orders can then be set from the same menu.
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  • ..., though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby [[Dwarf|dwarves]]. SMR acts as a ...th the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).
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  • ..., though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby [[Dwarf|dwarves]]. SMR acts as a ...th the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).
    11 KB (1,964 words) - 03:56, 20 December 2022
  • ..."HFS" and "eerie glowing pit" redirects here. For other hidden content in the game, see [[easter eggs]].'' ...a]] and breaching a hollow [[raw adamantine]] vein. Breaching it serves as the end-game of [[dwarf fortress mode]] for those [[Stupid dwarf trick|daring e
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  • ...s (except those in [[jail]]) will quickly starve, for they are never fed. The only case when a caged creature is fed is during its taming. ...al has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps.
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  • ...provide three cavern layers. Number, size and z-position can be altered in the [[world generation]] parameters. ...dventure mode it is possible to travel large distances below the surface - the caverns effectively connect all sites that access them.
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  • ...processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is beekeeping. ...Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are
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  • ...nd "material" as labeled; the color is visible immediately upon confirming the construction order. (* i.e. the first material created or imported on your map, by chronological order.{{ci
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  • ...others (the aforesaid utility nobles, mostly) can be directly appointed by the player, and can be promoted, demoted and replaced at any time. ...popular one like a [[mayor]], may cause unhappy thoughts and stress among the general populace, and their replacement may be ''even worse''. Furthermore,
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  • ...me clothing class, but only the latter can be produced by dwarves, whereas the former must be stripped off dead enemies. [[Dwarves]] are gender-insensitiv Within the game engine, there is no fundamental difference between clothing and [[armo
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  • ...f Fortress, you must first '''create a world''' to play in. When you enter the world creation screen, you are presented with a screen full of options: ...will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick o
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  • ...p is of the highest quality. The dwarf is stabbing the zombie in the back. The zombie is smirking.]] ...ed intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]]. Animated dead are [[immorta
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  • ...processed into [[honey]] and [[wax]]. The primary skill and labor used in the industry is beekeeping. ...Colonies of honey bees can appear in any [[Freezing#Climate|non-freezing]] land [[biome]], which excludes mountains, glaciers, and tundras. While they are
    13 KB (2,091 words) - 22:02, 14 March 2024
  • ...d intentionally by a [[necromancer]], a [[mummy]], or arise naturally from the dark energies of [[surroundings|evil regions]]. Animated dead are [[immorta ...an alternate, paler skin color. Some undead creatures will appear exactly the same as they were when alive.
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  • ..., though less common.<!--- ? is this true ? ---> Though its name suggests the rock is hot, it is not dangerous to nearby dwarves. SMR acts as a barrier, ...th the Loo{{K|k}} cursor and resembling a river of magma slowly flowing to the south (just like it did in [[23a:magma flow|older versions]]).
    9 KB (1,579 words) - 21:51, 24 April 2016
  • The best defense is a good offense - if you let your enemies attack you, you're * Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until y
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  • The best defense is a good offense - if you let your enemies attack you, you're * Increase your speed! The most immediate way to do this is to raise your walking pace to Jog. Until y
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  • ...an also be used to help to keep dwarves out of danger and greatly increase the efficiency of some of their [[hauling]] behavior. ...tockpiles, by designating a rectangular area using {{K|Enter}} from within the Zones menu ({{K|i}}).
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  • ...nd "material" as labeled; the color is visible immediately upon confirming the construction order. (* i.e. the first material created or imported on your map, by chronological order.{{ci
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  • ...ain and thus cannot be stunned, can [[syndrome|poison]] creatures and have the ability to shoot [[web]]bing to ensnare their prey. ...verns, deep below the surface. They can be extremely hard to kill. Due to the material changes, however, chitin is not as great as armour as it used to b
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  • '''Silk farming''' is the process of havesting large quantities of silk from webslinging creatures li # The webslinging creature must be aggressive toward its bait. Tame giant cave s
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  • ...between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may bre ...of civilizations in each world. All civilizations will initially be one of the five main [[race]]s, although over time, individuals of other races can joi
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  • - "woodcutting" - normal case, the activity of cutting trees --> ...kill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.
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  • ...between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may bre ...of civilizations in each world. All civilizations will initially be one of the five main [[race]]s, although over time, individuals of other races can joi
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  • = The Outpost Bimbâsen - the Dumbzeber saga = From the Chronicles of Reg Shem.
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  • - "woodcutting" - normal case, the activity of cutting trees --> ...kill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.
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  • ...in the world generation menu by editing advanced parameters, or by editing the file directly. Parameters are also explained at [[Advanced world generation | The name of the template you've created, not the name of the world itself.
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  • ...allowing you to make a trade depot which is elevated above the surrounding land. ...way for the caravan to get to your depot, unless you chop down a path for the wagons.
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  • To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or This article will cover basic world generation using the first option.
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  • ..., particularly with [[cliff]]s, [[waterfall]]s can be found. Rivers can be the lifeblood of a fortress, potentially providing a renewable source of water ...The only differences between the first four types are their appearance on the world map, their width, and possibly their rate of flow.
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  • ...hing or weapons made of inappropriate [[material]]s, can always be sold to the next [[caravan]]. ...othing and armor are. These items will generally be low-quality, except in the case of warlords, mercenaries, or races that particularly [[Ethics|value cr
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  • ...portant concepts. This article is for an unarmed, immediate response only, the most basic concept.)'' ...no armour or weapons, perhaps a [[thief]], perhaps a [[creature]], this is the easiest way to do it (short of relying on [[Kennel#Trainable_Animals|attack
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  • ...dvanced Parameters}}. This article will cover basic world generation using the first option. The basic world generation menu looks like this.
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  • ...a [[cavern]]. Rarely, a cave may lack any passage or even an entrance into the mound. ...|stealing items]] from nearby sites, their hoard will be littered all over the site. [[Dragon]]s are known to hoard jewelry; [[ettin]]s and [[giant]]s hoa
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  • ...a [[cavern]]. Rarely, a cave may lack any passage or even an entrance into the mound. ...|stealing items]] from nearby sites, their hoard will be littered all over the site. [[Dragon]]s are known to hoard jewelry; [[ettin]]s and [[giant]]s hoa
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  • ...[tree]], for instance). Please note that irrigating Soil will not improve the quality (ie. irrigated Sand will still be poor quality, while irrigated Roc ...ys erroneously report that there is no usable mud/soil. This is a bug - if the plot is green it will function correctly.)
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  • ...urther irrigation will be required, unless you somehow accidentally remove the mud (by building a [[construction|constructed]] floor or chopping down a [[ ...ys erroneously report that there is no usable mud/soil. This is a bug - if the plot is green it will function correctly.)
    11 KB (1,528 words) - 03:36, 20 December 2022
  • please use the following template to add new world examples [[File:desert-world-map.png|thumb|400px|right|Shagthoomon "The Everseeing Realms"]]
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  • please use the template below to add new world examples [[File:desert-world-map.png|thumb|400px|right|Shagthoomon "The Everseeing Realms"]]
    89 KB (5,488 words) - 05:24, 25 April 2023
  • [[Image:Giantwebedited.png|right|thumb|100px|Web in the open]] ...everal screens wide (pictures to the right), except these webs (as well as the spider) are not actually visible until a hapless creature becomes ensnared
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  • [[File:Hills river swamp.jpg|thumb|River flowing into the hills]] ..., particularly with [[cliff]]s, [[waterfall]]s can be found. Rivers can be the lifeblood of a fortress, potentially providing a renewable source of water
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  • ...arrogant [[tree]]-fondling hippies</s> [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (focused on trees). They often li ...es, the elves will not care that you used wooden bins to haul the goods to the depot'''.
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  • ...allowing you to make a trade depot which is elevated above the surrounding land. ...of the map to the depot, and unlike wagons can use [[stairs]]. This makes the "check depot accessibility" command currently misleading and useless.
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  • ...And when that distance is repeated hundreds (or thousands?) of times over the life of a fortress, for workshops, for bedrooms, for dining and drinking an ...ill ignore a stone stockpile three squares from the workstation and travel the long way around to two z-levels down to grab a stone directly underneath th
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  • ...expedition team embarks in order to construct and operate a fortress. See the [[quickstart guide]] for a guide on how to establish and maintain your very ...tresses on the edges of [[Mountain|mountain ranges]], and they will act as the seat of power of a dwarven civilization's leaders. They occupy only 3×3 lo
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  • [[File:clothing_preview.jpg|thumb|300px|right|Clothing from the olden times.]]'''Clothes''' are items made out of [[cloth]] or [[leather]], The primary reason civilians wear clothing is for modesty, see the [[Clothing#Thoughts|thoughts]] section below for details. Some dwarves will
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  • ...muddied no further irrigation will be required, unless you somehow remove the mud (by building a [[construct]]ed floor, for instance). ...splay a warning message. If even a one tile of the plot lacks mud or soil, the entire plot will be unusable.
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  • ..., which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drin ...ve unhappy [[thought]]s if they drink from it, making them "complain about the '''nasty water'''". Water must be flowing to avoid being/becoming stagnant
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  • Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys. <!-- Didn't see it here so I thought I'd put the links to it at least. NOT MINE!--~~~~-->
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  • ...expedition team embarks in order to construct and operate a fortress. See the [[quickstart guide]] for a guide on how to establish and maintain your very ...tresses on the edges of [[Mountain|mountain ranges]], and they will act as the seat of power of a dwarven civilization's leaders. They occupy only 3×3 lo
    8 KB (1,122 words) - 03:24, 20 December 2022
  • ...While smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress, and so can be triggered by re ...of which depends on the invader. There may be more than one enemy squad on the map, and each must be detected separately.
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  • [[Image:23a_cave_river.png|thumb|right|A section of the cave river.]] [[Image:23a_cave_river_waterfall.png|thumb|right|One of the offshoots, containing a waterfall.]]
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  • ...ess]]. Smaller in scope than a full [[siege]], ambushes are not related to the number of [[dwarf|dwarves]] in your fortress. Enemies arrive in one or more ...of which depends on the invader. There may be more than one enemy squad on the map, and each must be detected separately.
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  • ...periments use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other ...hout wings. The species, or even general shape of the experiment (save for the humanoid ones) is usually not preserved between experimentations (for examp
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  • ...uct of egg production, older or excess animals can be butchered as part of the [[meat industry]]. ...mals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smal
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  • ...r search for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}. ...n be selected using {{k|&larr;}} and {{k|&rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).
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  • ...eir spouses' rooms and gain their benefits by proxy) and do not show up on the {{k|n}}obles screen. ...]]s or [[demand]]s. Consorts are not guaranteed to exist in a fortress, as the noble may just happen to not be married, but any future marriages will lead
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  • ...eir spouses' rooms and gain their benefits by proxy) and do not show up on the {{k|n}}obles screen. ...]]s or [[demand]]s. Consorts are not guaranteed to exist in a fortress, as the noble may just happen to not be married, but any future marriages will lead
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  • ...uct of egg production, older or excess animals can be butchered as part of the [[meat industry]]. ...mals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smal
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  • ...earching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}. ...n be selected using {{k|&larr;}} and {{k|&rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).
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  • ...uct of egg production, older or excess animals can be butchered as part of the [[meat industry]]. ...mals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smal
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  • ...p may be inappropriately named, as it's more of a matter compression zone. The specifics are beyond human understanding; however, dwarves are in fact capa Garbage dumps are ''not'' the same as [[Refuse#Refuse|refuse]] stockpiles.
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  • ...uct of egg production, older or excess animals can be butchered as part of the [[meat industry]]. ...mals, and produce the most meat and other products if butchered as part of the meat industry, with [[goose|geese]] and [[blue peafowl]] only slightly smal
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  • ...hout wings. The species, or even general shape of the experiment (save for the humanoid ones) is usually not preserved between experimentations (for examp ...ame), though, bizarrely sometimes, experiment [[children]] can be found in the prisons of a [[dark fortress]] among other snatched children.
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  • ...mbark sites, i.e. candidates, based on preferences. It can be invoked from the embark screen by pressing [Find embark location] button. ...n be selected using {{k|&larr;}} and {{k|&rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}). {{verify}}
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  • ...ou loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said, it is also a very powerful tool, and a The game refers to this tool as "Set Preset Field Values".
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  • ...own these water-fiends (but be wary not to water-drown your [[dwarves]] in the process). ...allowing it to tear off chunks (and potentially entire limbs). Compared to the strength of a dwarven punch (1-2 damage points) this is a bit overkill.
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  • ...on the sides? Those are barrows.<br />''Image taken by Untrustedlife from the forum'']] ...lations (which requires low savagery and large tracts of neutral land) and the number of secrets in world generation. Necromancer towers can be a source o
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  • ...ou loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said, it is also a very powerful tool, and a The game refers to this tool as "Set Preset Field Values".
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  • ...t into the creature's definition file) and '''displayed speed''' (which is the "Speed" value displayed in Adventurer Mode). Raw speed is the figure used by the game to determine a creature's movement under different conditions (encumbe
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  • ...ortress gives you quite a bit of free reign in this regard especially with the addition of [[z-axis]], but it's important to remember that your dwarves [[ ...ress how you want is almost limitless. Feel free to experiment and combine the suggestions here.
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  • ...on the sides? Those are barrows.<br />''Image taken by Untrustedlife from the forum'']] ...lations (which requires low savagery and large tracts of neutral land) and the number of secrets in world generation. Necromancer towers can be a source o
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  • ...earching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}. ...n be selected using {{k|&larr;}} and {{k|&rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).
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  • A '''region''' is an area of the world that you may select when choosing a location for your fort. ...biomes. Some information on what the region contains can be gathered from the [[Map legend]].
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  • ...o [[flying|fly]] or [[swimmer|swim]], be [[building destroyer]]s, prevent the operation of [[bridge]]s, be faster and fleeter of foot, or just be plain s ...nt). Some mounts such as [[giant bat]]s or [[giant cave swallow]]s possess the ability to fly, pathing over whatever walls and traps you have set up for t
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  • please use the following template to add new world examples [[File:desert-world-map.png|thumb|400px|right|Shagthoomon "The Everseeing Realms"]]
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  • ...(plural: '''bronze colossuses''' from the raws) is a [[megabeast]] taking the form of a gigantic humanoid construct made of [[bronze]]. When one takes up ...eight of the Statue of Liberty. This, of course, assumes it is sculpted in the form of a nude male – a clothed or female figure might be shorter or tall
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  • ...earching for embark positions based on preferences. It can be invoked from the embark screen by pressing {{k|f}}. ...n be selected using {{k|&larr;}} and {{k|&rarr;}} or the analogous keys on the keypad ({{k|8}} {{k|2}} and {{k|4}} {{k|6}}).
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  • ...to catch [[fish]]. It is a good source of food (and some raw materials) in the early game, though somewhat dangerous since fisherdwarves usually have to g ...ishing" using {{K|+}} or {{K|-}}, press {{K|enter}} - it may be located on the second page of jobs.
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  • ...0.34.10, [[mining]] doesn't generate quite so many leftover stones, though the number is still significant).]] ...es]], and then are randomly filled by haulers whenever the items appear on the map.
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  • ...(plural: '''bronze colossuses''' from the raws) is a [[megabeast]] taking the form of a gigantic humanoid construct made of [[bronze]]. When one takes up ...eight of the Statue of Liberty. This, of course, assumes it is sculpted in the form of a nude male – a clothed or female figure might be shorter or tall
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  • ...e plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds A few of the plants listed below are not strictly crops, as they have no seeds and can't
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  • ...man]]), working out so that the smallest animal people are 35,000cm³, half the size of a [[human]], but they can get [[sperm whale man|very large]]. Most ...human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilde
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  • ...e plant gathering labor enabled. Seeds may also be collected by processing the plants or eating them (but not by cooking!). There is a limit of 200 seeds A few of the plants listed below are not strictly crops, as they have no seeds and can't
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  • This version, DF '''v0.27.169.32a''', was released on '''October 29, 2007'''. The last update was '''v0.28.181.40d''', released on '''September 8, 2008'''. This page lists the changes in this [[version]] of Dwarf Fortress. As with all major releases,
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  • ...s. Major modifications normally require a new world to be generated using the modified files before they can be played. Due to the wide range of modified files, major modifications have high likelihoods of
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  • ...Articles of clothing work similarly to [[armor]], but are distinguished by the fact that they are ''owned'' by your dwarves, and [[wear|wear out]] over ti ...gnificant protection from attacks. Also, there have been humorous bugs in the past where animal teeth were not hard enough to bite through silk shirts an
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  • ...shop''' is used to slaughter [[Tame animals|tame animals]], or to butcher the corpses or skeletons of slain wild animals. A tame animal can be designate * pressing {{key|v}}, moving the cursor over the animal and pressing {{key|p}}-{{key|s}}, or
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  • ...ou loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said it is also a very powerful tool, and al The game refers to this tool as "Set Preset Field Values".
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  • ...man]]), working out so that the smallest animal people are 35,000cm³, half the size of a [[human]], but they can get [[sperm whale man|very large]]. Anima ...human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilde
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  • As obtaining shells implies killing the creature that created it (like [[mussel]]s), elves stop trading with you if ...gh after being caught. They may also be obtained from [[butcher]]ing a few land animals, such as [[armadillo]]s, [[desert tortoise]]s, [[giant animal|giant
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  • ...ou loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said it is also a very powerful tool, and al ...ke most other aspects of Dwarf Fortress, the world painter requires use of the mouse. There is no keyboard equivalent way to paint parameters.
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  • ...o [[flying|fly]] or [[swimmer|swim]], be [[building destroyer]]s, prevent the operation of [[bridge]]s, be faster and fleeter of foot, or just be plain s ...nt). Some mounts such as [[giant bat]]s or [[giant cave swallow]]s possess the ability to fly, pathing over whatever walls and traps you have set up for t
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  • ...es (except those in [[jail]]) will quickly starve, for they are never fed. The only case when a caged creature is fed is during its taming. ...al has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps.
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  • ...in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.) ...in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.
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  • ...s severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause ...in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.
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  • .... However, it is planned to have it be translucent to a certain degree in the premium release. [http://www.bay12forums.com/smf//index.php?topic=169696.ms ...in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement {{DFtext|...needs '''unrotten''' (item)|4:1}}. That doesn't m
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  • ...ou loosen or remove the restrictions placed on biomes and civilizations in the advanced settings. That being said it is also a very powerful tool, and al ...ke most other aspects of Dwarf Fortress, the world painter requires use of the mouse. There is no keyboard equivalent way to paint parameters.
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  • ...s severity goes up. While harmless in itself, unless in the lungs in which the unlucky dwarf will be unable to breathe, a resulting infection might cause ...in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.
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  • ...in the lungs, in which case the unlucky dwarf may be unable to breathe if the effect or a subsequent infection is severe.) ...in the venom. This will quickly cause an affected creature to bleed out if the syndrome is not immediately treated.
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  • ...5 root words. For instance, the noun "age" and the verb "to age" are under the same root word AGE. |tar || SOMBER || LAND
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  • ...dates, so it may be helpful to research potential candidates in advance of the liaison's offer when more information is available. ...verrun with baron(esse)s that will never leave for the sites that they are the rulers of.
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  • ...if left to rot long enough after being caught. Alternatively, a few larger land animals ([[giant snail]]s, some [[forgotten beast]]s) also produce shells w ...ery]]. This process takes time, however, so make sure you do it ''before'' the strange mood strikes. Alternatively, you could use an adventurer to import
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  • ...s a building used to improve the [[marksdwarf]] skill. An archery range is the [[room]] defined from an archery target. ...target. It uses one [[stone]], [[log]], [[bar]] or [[block]] and requires the [[architecture]] [[skill]] to finish.
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  • ...luid and [[contaminant]] found in the bodies of most living [[creature]]s. The preferred fluid of [[Armok]], it serves as a vital part of those who posses ...{{bug|296}}. Dwarves walking on tiles with a blood smear will spread it to the next tile, where it will form a spattering of blood, then a smear, which is
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  • ...in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement {{DFtext|...needs '''unrotten''' (item)|4:1}}. That doesn't m ...ked as rotten if they are affected by a [[syndrome]] that causes necrosis. The afflicted body part produces miasma from time to time.
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  • ...re not guaranteed to remain where you've sent them; they become subject to the turmoil of [[world activities]] like anyone else, and may move elsewhere. Elevation of [[noble|nobility]] in your fortress is directly tied to the number of off-site holdings you control.
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  • ...ure that was released with version 0.31.19 and are [[activity zone]]s that the player creates to hold tame animals, especially grazing animals. Herbivoro ...h by pressing {{K|Esc}} and idle dwarves with [[animal hauling]] will lead the animals to pasture.
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  • ...e taken to ensure that the pasture is large enough to provide food for all the assigned animals (and any auto-assigned babies). Other sources are [[Animal Grazing animals use the {{token|STANDARD_GRAZER}} which calculates a value from this formula:
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  • ...vant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and [[creature]]s are that vermin i) do no Most vermin can be tamed and then adopted by dwarves, if the [[dwarf]] has a preference for a particular type, which is rare. [[Purring
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  • ...vant, as they will occasionally blink into and out of view on the screen. The main distinctions between vermin and [[creature]]s are that vermin i) do no Most vermin can be tamed and then adopted by dwarves, if the [[dwarf]] has a preference for a particular type, which is rare. [[Purring
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  • ...in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement "''...needs '''unrotten''' (item)''". That doesn't mean you o ...ked as rotten if they are affected by a [[syndrome]] that causes necrosis. The afflicted body part produces miasma from time to time.
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  • ...shop''' is used to slaughter [[Tame animals|tame animals]], or to butcher the corpses or skeletons of slain wild animals. A tame animal can be designate * pressing {{key|v}}, moving the cursor over the animal and pressing {{key|p}}-{{key|s}}, or
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  • ...e taken to ensure that the pasture is large enough to provide food for all the assigned animals (and any auto-assigned babies). Other sources are [[Animal Grazing animals use the {{token|STANDARD_GRAZER}} which calculates a value from this formula:
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  • Summary: The Modest Mod is a collection of vital bugfixes and tweaks that everyone shoul See forum thread for the list of changes.<br >
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  • A '''bronze colossus''' (plural: '''bronze colossuses''' from the raws) is a [[megabeast]]. When one takes up residence near a fortress, it's ...height of the Statue of Liberty. This of course assumes it is sculpted in the form of a nude male — a clothed or female figure might be shorter or tall
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  • ...al Map, and the biome's information will be displayed on the right side of the screen. ...the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and
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  • ...al Map, and the biome's information will be displayed on the right side of the screen. ...the difficulty of your game. Each biome has a different set of resources; the availability of [[tree]]s, [[sand]], certain [[plant]]s or [[animal]]s, and
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  • ...the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. ...he name of the task, the vermin must be alive (though it will be dead once the task is done).
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  • ...s]], to [[giant lion|ferocious predators]]. The main exception to this are the [[domestic animal]]s - there is no giant [[turkey]]. Creatures with no basi ...ros]], [[giant elephant seal]] and [[giant walrus]], are still larger than the fort-threatening monsters that are [[megabeast]]s, [[titan]]s and [[forgott
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  • ...rs]] to [[giant lion|ferocious predators]]. The main exception to this are the [[domestic animal]]s – there is no giant [[turkey]]. Creatures with no ba ...ros]], [[giant elephant seal]] and [[giant walrus]], are still larger than the fort-threatening monsters that are [[megabeast]]s, [[titan]]s and [[forgott
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  • ...nternal value for SPEED is '''not''' the same as the "Speed" stat shown on the screen in [[Adventure mode]]. The way it works is that the game doesn't let most creatures act every single frame - an "average" creat
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  • ...re not guaranteed to remain where you've sent them; they become subject to the turmoil of [[world activities]] like anyone else, and may move elsewhere. Elevation of [[noble|nobility]] in your fortress is directly tied to the number of off-site holdings you control.
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  • ...versity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife. ...ion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.
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  • ...e taken to ensure that the pasture is large enough to provide food for all the assigned animals (and any auto-assigned babies). ...ch of the grass is dead. Animals will not eat dead grass and will only eat the still living patches.
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  • ...is still much less efficient than carving out a fortress entirely beneath the earth. ...]]s, and [[stairs]], although on some levels (such as those being used for the [[barracks]]) walls may be carved into or replaced by [[fortification]]s. W
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  • ...is still much less efficient than carving out a fortress entirely beneath the earth. ...]]s, and [[stairs]], although on some levels (such as those being used for the [[barracks]]) walls may be carved into or replaced by [[fortification]]s. W
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  • ...ive in '''fortresses''' &mdash; usually [[underground]] complexes with all the required buildings for dwarven living. ...s title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name.
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  • ...rming the outer walls and an inner channel and can have openings in any of the cardinal directions to allow water to enter or exit from a [[channel]] or [ ...ts size and {{k|w}}/{{k|a}}/{{k|d}}/{{k|x}} to place or remove openings in the aqueduct. An aqueduct cannot be placed unless there is at least one opening
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  • ...in a [[kitchen]], [[still]] or [[farmer's workshop]] will be canceled with the announcement "''...needs '''unrotten''' (item)''". That doesn't mean you o ..."rotten" if they are affected by a [[syndrome]] which causes ''necrosis''. The afflicted body part produces miasma from time to time.
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  • ...generally harmless, and if confronted in combat, are easily dispatched by the average dwarf, as their boneless mushroom composition is very fragile to da ...INNATE|c}} token, which means that they can swim perfectly without needing the [[swimmer]] skill.
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  • ...erred to in the community as "congas", badgers distinguish themselves from the common pack critter that occasionally wanders onto your map by their Prone ...e a terrified dwarf to run to the edge of the map before being cornered by the badger.
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  • ...e boulder rather than the apparent surrounding material of the ground that the boulder was on. ...removes the wall, the floor will be replaced by the dominant floor tile of the area (usually soil).
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  • ...e boulder rather than the apparent surrounding material of the ground that the boulder was on. ...removes the wall, the floor will be replaced by the dominant floor tile of the area (usually soil).
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  • ...erred to in the community as "congas", badgers distinguish themselves from the common pack critter that occasionally wanders onto your map by their Prone ...e a terrified dwarf to run to the edge of the map before being cornered by the badger.
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  • ...f]] what types of [[jobs]] to take, and it will pick its own jobs from all the jobs that need to be done. Here is an elaboration: ...ng]] and turn off all other jobs (like the hauling jobs near the bottom of the list that are always on by default.) Then that dwarf will only do mining jo
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  • ...rf's best friend]] or extreme heat in general. They have wings (which lack the ability to fly) and white scales, but besides this are not nearly as danger ...ilitary]] squad and preferably high numbers. Cave dragons are very rare in the underground, but a [[goblin]] siege can bring several to your fort, which m
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  • ...rf's best friend]] or extreme heat in general. They have wings (which lack the ability to fly) and white scales, but besides this are not nearly as danger ...ilitary]] squad and preferably high numbers. Cave dragons are very rare in the underground, but a [[goblin]] siege can bring several to your fort, which m
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  • ...portant concepts. This article is for an unarmed, immediate response only, the most basic concept.)'' ...n, then click the target. In some cases, a list of units will appear, with the player able to select and deselect enemy units.
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  • Fish can be caught by a dwarf with the [[fishing]] [[labor]] enabled. Fish will be caught raw, and must be process ...pond, that doesn't mean that you can get any turtles out of that pond with the fishing labor.
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  • ...d even in the ocean are only matched by the [[giant orca]] and exceeded by the legendary [[giant sperm whale]]. ...r and hunting. If you can train one, they make the best defense animals in the game; not much can stand against a giant elephant, let alone multiple. They
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  • ...clined (though, should an [[unfortunate accident]] befall the liaison then the promotion will be deferred). A count will upgrade to a [[duke]] under prop ...2 for modded higher ranks). The land holder trigger numbers now influence the rate at which your civilization will send out settlers to found new sites n
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  • "The bigger they are, the harder they fall" ...[[z-level]] in the right circumstances. While this mimics the real world, the biggest key differences are listed below:
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  • ...game and are joint second in size (along with the [[giant orca]]) only to the [[aquatic]] [[giant sperm whale]]. ...r and hunting. If you can train one, they make the best defense animals in the game; not much can stand against a giant elephant, let alone multiple. They
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  • ...ess the dwarf in question is a [[Children|child]], since they're only half the size of a [[dog]]. A male badger is called a ''boar'', while females are ca They're not to be confused with the [[honey badger]], which is a different animal.
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  • ...require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation, as necro ...ower will no longer be hostile toward you, so simply making a mad dash for the slab may also be a viable tactic.
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  • ...ess the dwarf in question is a [[Children|child]], since they're only half the size of a [[dog]]. A male badger is called a ''boar'', while females are ca They're not to be confused with the [[honey badger]], which is a different animal.
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  • ...List of creatures by adult size#end_of_list|largest mundane creatures]] in the game, as massive as an adult [[dragon]] and only surpassed in total size by ...If you want to attempt this, be sure to put your butcher's workshop near the beach.
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  • ...List of creatures by adult size#end_of_list|largest mundane creatures]] in the game, as massive as an adult [[dragon]] and only surpassed in total size by ...If you want to attempt this, be sure to put your butcher's workshop near the beach.
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  • ...sheer size means that they pack a huge blunt force, able to rip apart even the most well-[[armor]]ed of [[goblin]]s with ease. ...oles (no word yet on how elephant sneaking works, exactly), and are easily the most effective war animals that your fortress can train.
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  • ...to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]]. ...they never do so, as they are completely [[aquatic]] and cannot survive on the surface.
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  • ...to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]]. ...they never do so, as they are completely [[aquatic]] and cannot survive on the surface.
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  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...on settlements is disabled. On embarking, the fortress becomes a site of the size and location chosen.
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  • ...a tile that replaces the region tile. In adventure mode, the site becomes the default arrival location for travel to that region tile. Sites acquire a hi ...on settlements is disabled. On embarking, the fortress becomes a site of the size and location chosen.
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  • :''(For the activity, see [[fishing]])'' ...re in suitably shallow water), but must be caught by [[fisherdwarf]]s with the [[fishing]] [[labor]] enabled. However, as with all vermin, they appear sp
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  • ...d [[adventurer mode]]. Any sites that once belonged to the player race (or the player him/herself) (normally dwarves) may be reclaimed using [[reclaim for ...Raw Tile|≡|6:0}} {{Raw Tile|æ|6:0}} or {{Raw Tile|Æ|6:0}} depending on the land; or {{Raw Tile|&#61;|5:0}} {{Raw Tile|≡|5:0}} {{Raw Tile|æ|5:0}} {{Raw T
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  • ...fly]] or [[swimmer|swim]], might be [[building destroyer]]s, might prevent the operation of [[bridge]]s, might be faster and fleeter of foot, or they migh ...nt). Some mounts such as [[giant bat]]s or [[giant cave swallow]]s possess the ability to fly, pathing over whatever walls and traps you have set up for t
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  • ...covered, the game will pause, center on them, and a red message will alert the player of what exactly they are. ...may skip certain prerequisites. Most invaders also require a land path to the fortress in order to invade it, meaning some invasions can be avoided by se
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  • ...once the liaison leaves the map, your [[Count]] will be promoted. As with the upgrade to a County, this is automatic and cannot be rejected. ...2 for modded higher ranks). The land holder trigger numbers now influence the rate at which your civilization will send out settlers to found new sites n
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  • [[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance.]] ...onent. However, it does not give a direct damage bonus like '''enraged'''. The symbol for a dwarf in a trance is {{Tile|!|2:1}} which will flash over thei
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  • ...covered, the game will pause, center on them, and a red message will alert the player of what exactly they are. ...may skip certain prerequisites. Most invaders also require a land path to the fortress in order to invade it, meaning some invasions can be avoided by se
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  • == Pave the streets with Adamantine == ...Then for a possible bonus set levels below layer 4 to something large and the spires may or may not extend up into those layers. Using this technique I'v
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  • ...onent. However, it does not give a direct damage bonus like '''enraged'''. The symbol for a dwarf in a trance is {{Tile|!|2:1}} which will flash over thei [[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance.]]
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  • ...ies takes [[savage]] giganticism to an extreme: they are fully eight times the size of a regular [[moose]], and giant moose bulls being nearly twice as la ...wild send your best [[crossbow]] [[squad]] to pincushion it and then bring the [[corpse]] home for butchering.
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  • ...ies takes [[savage]] giganticism to an extreme: they are fully eight times the size of a regular [[moose]], and giant moose bulls being nearly twice as la ...wild send your best [[crossbow]] [[squad]] to pincushion it and then bring the [[corpse]] home for butchering.
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  • ...ies takes [[savage]] giganticism to an extreme: they are fully eight times the size of a regular [[moose]], and giant moose bulls being nearly twice as la ...wild send your best [[crossbow]] [[squad]] to pincushion it and then bring the [[corpse]] home for butchering.
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  • [[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance. ]] ...onent. However, it does not give a direct damage bonus like '''enraged'''. The symbol for a dwarf in a trance is {{Tile|!|2:1}} which will flash over his
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  • ...n close enough proximity to land, and in a Cold or Freezing biome, so that the ocean is able to freeze and caravans are able to cross. ...tion access makes your fortress a peaceful location to learn how to manage the game's less military aspects.
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  • ...s]] during a [[siege]]. In this situation they are actually detrimental to the rider, being slower than any [[goblin]] or [[elf]] would be even if they ha ...oughly the size of a modern-day [[elephant]], making it one of the largest land mammals of its time period. It lived in South American [[forest|woodlands]]
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  • ...s]] during a [[siege]]. In this situation they are actually detrimental to the rider, being slower than any [[goblin]] or [[elf]] would be even if they ha ...oughly the size of a modern-day [[elephant]], making it one of the largest land mammals of its time period. It lived in South American [[forest|woodlands]]
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  • [[Image:Champions.png|150px|thumb|right| The aftermath of a dwarf in martial trance. ]] ...onent. However, it does not give a direct damage bonus like '''enraged'''. The symbol for a dwarf in a trance is {{Tile|!|2:1}} which will flash over his
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  • ...life, can be found in savage oceans. They will suffocate if they go out of the water, meaning they pose no threat whatsoever to your fortress. ...ne re-animated squid man, in addition to being able to travel on land, has the potential to quickly become an army of re-animated body parts, as they have
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  • * Capture a live land animal ...he only way to capture [[river]], [[magma]] or [[chasm]] creatures such as the [[purring maggot]].
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  • .../h, making them one of the fastest animal people on land. They are exactly the same size as [[dwarves]]. <!-- Reference: "The Cheetahmen" mascots for infamous "Action 52" video game -->
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  • '''Giant sloths''' are oversized variants of the common [[sloth]]. Like the other sloth creatures, giant sloths do not have a reduction in [[speed]], m ...oughly the size of a modern-day [[elephant]], making it one of the largest land mammals of its time period. It lived in South American [[forest|woodlands]]
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  • * Capture a live land animal ...e only way to capture [[river]], [[magma]], or [[chasm]] creatures such as the [[purring maggot]].
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  • ...iant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected <s>death</s> [[fun]]. Can be used as a mount by [[goblin]] siegers. While this will allow the siegers to travel through water, it will '''not''' permit them to swim - if
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  • ...ign and will ignore [[dwarves]] even if they somehow get close to them. In the event an orca is forced to fight, it will defend itself with bites and tail ...rmin]], the only way to fish orcas is to trap them on land, typically with the use of a [[drowning chamber]], though they may occasionally [[Beaching|beac
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  • ...rainable into war/hunting elephants at the [[kennel]]s by a [[dwarf]] with the [[animal trainer]] [[labor]] enabled. ...h blood eternally dripping from their ivory tusks that besieged and became the terror of many [[Main:Boatmurdered|a fortress]]. (Size numbers used to equa
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  • .../h, making them one of the fastest animal people on land. They are exactly the same size as [[dwarves]]. ...wikipedia:The Cheetahmen|last time]] and decided it would be unhealthy for the game's functionality. No midair dying was be implemented either. Additional
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  • ...ing [[animal trap]]s, but they can still be trapped using the ''catch live land animal'' task.
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  • ...e ocean. If forced to fight for whatever reason, they will attempt to stab the enemy with their tusks or slap them with their tails. Narwhals will occasio ...n]], the only way to fish narwhals is to trap them on land, typically with the use of a [[drowning chamber]]. Due to their huge size, they provide a great
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  • ...ing [[animal trap]]s, but they can still be trapped using the ''catch live land animal'' task.
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  • ...e ocean. If forced to fight for whatever reason, they will attempt to stab the enemy with their tusks or slap them with their tails. Narwhals will occasio ...n]], the only way to fish narwhals is to trap them on land, typically with the use of a [[drowning chamber]]. Due to their huge size, they provide a great
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  • ...iant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected <s>death</s> [[fun]]. Can be used as a mount by [[goblin]] siegers. While this will allow the siegers to travel through water, it will '''not''' permit them to swim - if
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  • ...ign and will ignore [[dwarves]] even if they somehow get close to them. In the event an orca is forced to fight, it will defend itself with bites and tail ...rmin]], the only way to fish orcas is to trap them on land, typically with the use of a [[drowning chamber]], though they may occasionally [[Beaching|beac
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  • ...rone to fleeing from [[Dwarf|dwarves]] than attacking them. If pushed over the edge, though, a rhinoceros will be quick to turn a dwarf into paste under i ...hinoceroses take 10 years to reach maturity, though they're fully grown by the age of 5. Additionally, they are exotic [[mount]]s and as such can show up
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  • ...lease. Assuming no issues crop up immediately, we'll now dive into 64-bit land for next time! * Stopped storage from always failing in the second tavern/library/temple you define
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  • ...three, and, surprisingly, are not any faster in the water than an average land-based creature that can swim is - say, a dwarf. ...alligators, giving their riders a significant combat advantage as well as the ability to cross or swim through large bodies of water (although this occas
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  • ...re they appear in prides of 1 to 3 individuals. At over thrice the size of the average [[dwarf]], wild lions are quite dangerous to unarmed civilians and ...n animals. They take 3 years to reach adulthood, though are fully grown by the age of 2. Additionally, lions are exotic [[mount]]s and as such may appear
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  • ...of 1-3, and, surprisingly, are not any faster in the water than an average land-based creature that can swim is - say, a dwarf. ...alligators, giving their riders a significant combat advantage, as well as the ability to cross or swim through large bodies of water (although this occas
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  • ...l layer as such is very difficult. Alluvial layers are always located near the surface, usually in [[sedimentary]] stone. ...tone]], [[gem]], or [[ore]] appears in the alluvial layer is controlled by the <tt>[ENVIRONMENT:ALLUVIAL:...]</tt> tag in its [[raw file]]s. Alluvial envi
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  • ...form you that your land will be elevated to the status of county, and once the liaison leaves, your baron will be upgraded. In other words, your lands mus
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  • ...an ocean to the left and a mountain range to the right. Quite a bit of the land is terrifying or haunted. ...ve actually been built on yet, but one's gotta have precious metal, right? The game says they have: Magma Pipe, River, No Aquifier, Flux, and sand.
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  • ...re they appear in prides of 1 to 3 individuals. At over thrice the size of the average [[dwarf]], wild lions are quite dangerous to unarmed civilians and ...n animals. They take 3 years to reach adulthood, though are fully grown by the age of 2. Additionally, lions are exotic [[mount]]s and as such may appear
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  • ...l layer as such is very difficult. Alluvial layers are always located near the surface, usually in [[sedimentary]] stone. ...tone]], [[gem]], or [[ore]] appears in the alluvial layer is controlled by the <tt>[ENVIRONMENT:ALLUVIAL:...]</tt> tag in its [[raw file]]s. Alluvial envi
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  • ...rone to fleeing from [[Dwarf|dwarves]] than attacking them. If pushed over the edge, though, a rhinoceros will be quick to turn a dwarf into paste under i ...hinoceroses take 10 years to reach maturity, though they're fully grown by the age of 5. Additionally, they are exotic [[mount]]s and as such can show up
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  • * Made diplomats search for civ-level land-holders properly * Cleaned up the creature pressure plate interface
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  • ...dangerous to [[fishing|fisherdwarfs]]. Amphibious creatures that also have the {{token|MOUNT}} or {{token|MOUNT_EXOTIC}} token can be ridden by (air-breat [[File:amphibious_preview.png|thumb|260px|center|A frog, the most "generic" amphibious thing people know about.]]
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  • ...ax [[gait]] speed handled by the game), making them the fastest animals on land. A newborn cheetah is called a ''cub''.
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  • ...ld [[wool]], which can be used to make low-value [[cloth]]. In addition to the standard [[meat industry]] products, llamas also supply wool when [[butcher Notably, Llamas are the largest and provide the most meat of all the [[shearable]] creatures, though llama wool is equivalent in value to all ot
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  • ...dangerous to [[fishing|fisherdwarfs]]. Amphibious creatures that also have the {{token|MOUNT}} or {{token|MOUNT_EXOTIC}} token can be ridden by (air-breat [[File:amphibious_preview.png|thumb|260px|center|A frog, the most "generic" amphibious thing people know about.]]
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  • ...ax [[gait]] speed handled by the game), making them the fastest animals on land. A newborn cheetah is called a ''cub''.
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  • Freshwater '''lakes''' can be found covering vast areas of land on certain world maps. These lakes have slopes leading into the [[water]], making them ideal for learning how to [[swimmer|swim]].
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  • ...e [[dwarf]]. They are [[aquatic]] creatures that will rarely interact with land-dwelling dwarves, however they may squirt ink if threatened. Despite their size, they apparently retain the ability to be [[cook]]ed live, assuming your dwarves can find a [[pot]] lar
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  • ...of 1-3, and, surprisingly, are not any faster in the water than an average land-based creature that can swim is - say, a dwarf. ...alligators, giving their riders a significant combat advantage, as well as the ability to cross or swim through large bodies of water (although this occas
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  • ...ld [[wool]], which can be used to make low-value [[cloth]]. In addition to the standard [[meat industry]] products, llamas also supply wool when [[butcher Notably, Llamas are the largest and provide the most meat of all the [[shearable]] creatures, though llama wool is equivalent in value to all ot
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  • ...Giant nautiluses are [[aquatic]] creatures; they will rarely interact with land-dwelling dwarves. While they could theoretically appear as [[mount]]s durin ...tiluses have 90 tentacles, [[copper]]-based blood, and a [[shell]] (though the tentacles are not yet implemented as part of their body structure). Some dw
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  • ...fishery]]. Lungfish are amphibious, and so are able to survive and move on land, where they are easy targets for [[cat]]s and other vermin-eating domestic ...to fly]. Bedazzled dwarves often see these creatures going up and down in the fresh air next to [[river]]s. After conquering water and earth, it is only
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  • ...fishery]]. Lungfish are amphibious, and so are able to survive and move on land, where they are easy targets for [[cat]]s and other vermin-eating domestic ...to fly]. Bedazzled dwarves often see these creatures going up and down in the fresh air next to [[river]]s. After conquering water and earth, it is only
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  • ...Giant nautiluses are [[aquatic]] creatures; they will rarely interact with land-dwelling dwarves. While they could theoretically appear as [[mount]]s durin ...tiluses have 90 tentacles, [[copper]]-based blood, and a [[shell]] (though the tentacles are not yet implemented as part of their body structure).
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  • ...Giant nautiluses are [[aquatic]] creatures; they will rarely interact with land-dwelling dwarves. While they could theoretically appear as [[mount]]s durin ...tiluses have 90 tentacles, [[copper]]-based blood, and a [[shell]] (though the tentacles are not yet implemented as part of their body structure). Some dw
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  • ...dangerous to [[fishing|fisherdwarfs]]. Amphibious creatures that also have the <tt>[MOUNT]</tt> or <tt>[MOUNT_EXOTIC]</tt> token can be ridden by (air-bre
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  • ...dispatching a mountain goat, but the goat may get lucky and land a kick on the head. Oddly, they yield no eyes when butchered.
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  • ...ess for a year or more. Their butchering returns are also worth five times the standard [[Item value|value]]. ...nto your fortress. Sea monsters possess a [[pet]] value of 1,000, but lack the necessary tokens to be [[Animal trainer|trainable]].
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  • ...] in their RAW file. This state is probably a joke on the fish's name from the developers.
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  • ...uttlefish]]. They are [[aquatic]] creatures that will rarely interact with land-dwelling dwarves, however they may squirt ink if threatened. Despite their size, they apparently retain the ability to be [[cook]]ed live, assuming your dwarves can find a [[pot]] lar
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  • ...ess for a year or more. Their butchering returns are also worth five times the standard [[Item value|value]]. ...nto your fortress. Sea monsters possess a [[pet]] value of 1,000, but lack the necessary tokens to be [[Animal trainer|trainable]].
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  • ...t of creatures by adult size#end_of_list|largest]] land-based creatures in the game. Like elephants, they are found in tropical [[biome]]s often in small
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  • A '''Desert''' is typically a piece of land full of mostly [[sand]]. Deserts are a more challenging place to build a fo [[Saguaro]]s have been reported and are one of the only [[tree]]s ever to be found in a desert.<br />
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  • ...imal trap]]s, but can be caught with a "Capture a Live Land Animal" job if the dwarf happens to find one. All damselflies possess Legendary [[skill]] in [
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  • ...s]]. Aside from the [[gigantic panda]] and [[gigantic tortoise]], they are the only giant animals that are "gigantic", instead of merely "giant", to avoid
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  • Lungfish are amphibious, and so are able to survive and move on land, where they are easy targets for [[cat]]s and other vermin-eating domestic ...s playful nature and ability to fly. Several members have seen lungfish in the air above cascades. After conquering water and earth, it is only natural th
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  • ...s]]. Aside from the [[gigantic panda]] and [[gigantic tortoise]], they are the only giant animals that are "gigantic", instead of merely "giant", to avoid
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  • ...imal trap]]s, but can be caught with a "Capture a Live Land Animal" job if the dwarf happens to find one. All damselflies possess Legendary [[skill]] in [
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  • ...s]]. Aside from the [[gigantic panda]] and [[gigantic tortoise]], they are the only giant animals that are "gigantic", instead of merely "giant", to avoid
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  • ...uttlefish]]. They are [[aquatic]] creatures that will rarely interact with land-dwelling dwarves, however they may squirt ink if threatened. Despite their size, they apparently retain the ability to be [[cook]]ed live, assuming your dwarves can find a [[pot]] lar
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  • ...hibious or mammalian. While most are small creatures like perch or salmon, the majority are nearly alike in game terms and are not listed here. '''Amphibious creatures''' live in water, but have lungs and can move on land. They have [AMPHIBIOUS] and sometimes [UNDERSWIM] tags in their raws. This
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  • ...hibious or mammalian. While most are small creatures like perch or salmon, the majority are nearly alike in game terms and are not listed here. '''Amphibious creatures''' live in water, but have lungs and can move on land. They have [AMPHIBIOUS] and sometimes [UNDERSWIM] tags in their raws. This
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  • ..., where they are immobile and unable to breathe. This is intended to model the poorly-explained real-life behavior of similar animals; see [[Wikipedia:cet
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  • |name = The Land of Oracles
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  • ...]]s are those that are perennially warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But === Land biomes ===
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  • ..., where they are immobile and unable to breathe. This is intended to model the poorly-explained real-life behavior of similar animals; see [[Wikipedia:Bea
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  • ...ndings occur because many words overlap between languages (and not just in the game[https://en.wikipedia.org/wiki/False_friend]). Below are some lists of |tar || SOMBER || LAND
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  • ..., where they are immobile and unable to breathe. This is intended to model the poorly-explained real-life behavior of similar animals; see [[Wikipedia:cet
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  • ...stry|butchered]] they produce a large amount of [[food]], worth five times the standard value. Though tough, they are immobile on land.
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  • ...ess for a year or more. Their butchering returns are also worth five times the standard value. Though tough, sea monsters are immobile on land. A [[drowning chamber|fishing chamber]] can air-drown them, making slaughte
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  • ...d most of their time flopping around on dry land (as noted by a comment in the raws) where [[cat]]s will repeatedly kill them. This can be resolved by rep
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  • ...]]s are those that are perennially warm. [[Murky pool|Bodies of water]] on the surface may evaporate during dry [[Calendar|seasons]] (usually summer). But === Land biomes ===
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  • ...found in any non-freezing [[biome]]. May be caught by using the catch live land animal task.
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  • ...ronically, desert tortoises [[swim]] somewhat faster than they can move on land.
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  • ...nt on land, though they will occasionally [[beaching|beach]] themselves on the shore. Some dwarves [[preference|prefer]] orcas for their "coloration" or t
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